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Français · Type: reference · Audience: author · Context: engine repository, created project · Status: ready · Applies from: 4.3.0
How a room moves: a room wider than the screen with a camera that follows the hero, prop animations whose frames
trigger sounds and effects, and the player's settings that change how all of it plays (reduced motion, text speed,
volumes). This page is the reference of layout.width, the camera command, PropDef.anims, play, stopAnim,
frame events and settings.
| You want | You write | Section |
|---|---|---|
| A room that scrolls |
width in the room's layout, a wider backdrop |
Wide rooms and the camera |
| To move the view | { camera: … } |
Wide rooms and the camera |
| A prop that animates, with a sound on the right frame |
anims on the prop, { play: [prop, name] }
|
Prop animations |
| A Settings entry in the pause menu |
settings: true in game.ts
|
Settings |
| A voiced line |
voice on say, audio.voices
|
Voices |
| Layers, lights, particles, several floors |
stage in the room |
The stage |
The old content guide's "Voice" subsection, which sat in this chapter, is now on Voices.
A room is 640 × 400 logical units. Give its layout a width (960, 1280…: in the Studio editor's "Room width"
folder, or in the room's layout file, game/layout/<room>.json in a created project, games/<id>/layout/<room>.json
in the engine repository) and paint its backdrop that wide, 800 px tall with the width in proportion; the assets
tool keeps it. The room then scrolls, and the camera follows the hero. Positions stay world coordinates: a prop at
x 900 is in the right part of the room.
Commands move the camera:
| Command | Effect |
|---|---|
{ camera: { to: 'far_stalls', ms: 900 } } |
Pan to centre on something (an actor, a prop, a zone), then stay there. |
{ camera: { pan: 320, ms: 600 } } |
Pan to a left edge, in logical units (clamped to the room). |
{ camera: 'follow' } (or 'reset') |
Follow the hero again. Entering a room always follows the hero. |
-
width: 640 when absent (no scrolling). -
ms: the duration of the pan, optional. - Entering a room resets the camera to follow the hero.
The camera is in the state (camera: its left edge and whether it follows): a save restores it. The solver ignores
it. "Reduce motion" (the setting, or the system's prefers-reduced-motion) makes every pan instant.
// in a rule of a room whose layout has width: 1280
{ verb: 'look', a: 'far_stalls', do: [{ camera: { to: 'far_stalls', ms: 900 } }, 'The far stalls.', { camera: 'follow' }] }The camera command takes only the forms above; TypeScript reports another shape in a typed room.
Wide rooms and the camera: 1.5.0 "Picture". A camera that also zooms per walk zone and moves vertically: 3.4.0 (see The stage).
Geometry (where the camera can go, zones that zoom it) is also described on Geometry.
props: {
pantry: { name: 'pantry', states: { locked: 'home/r1c3', open: 'home/r1c4' }, initial: 'locked',
anims: { rattle: { frames: ['home/r1c4', 'home/r1c3', 'home/r1c4', 'home/r1c3'], fps: 12, at: { 1: [{ sfx: 'latch' }] } },
glow: { frames: ['home/g1', 'home/g2'], fps: 4, loop: true } } },
},
on: [{ verb: 'open', a: 'pantry', do: [{ play: ['pantry', 'rattle'] }, 'Locked.'] }],An animation (PropAnim, src/engine/core/types/content.ts) has:
| Field | Meaning |
|---|---|
frames |
Manifest image ids, shown in turn. |
fps |
Frames per second. |
loop |
Plays on its own until stopped. |
at |
Frame index → commands run when that frame is reached. |
-
{ play: [prop, name] }shows the frames in turn atfpsand runs the commands ofatwhen that frame is reached (a sound on the right frame, a flag, a line). The command waits for the animation to end, then the prop goes back to its state's image. - A
loopanimation plays on its own until{ stopAnim: prop }, andplaydoes not wait for it. Itsatonly plays sounds and shakes (sfx,shake), on every turn of the loop: a machine that clanks on frame 4 isglow: { frames: […], loop: true, at: { 4: [{ sfx: 'clank' }] } }. - Character poses get the same frame events:
{ anim: ['hero', 'jump'], ms: 600, at: { 2: [{ sfx: 'thud' }] } }runs the commands when the pose reaches that frame, at the character'sfps.
The validator refuses a flag or a line in the at of a loop animation: the loop never ends, so the state would never
settle.
TypeScript reports it on a typed prop; the engine does not read it.
Prop animations and frame events (at): 1.5.0 "Picture". A looping animation's state is presentation only and is not saved: after a load, a stopped
or running loop shows the prop's state image until a command plays it again (see
State and saves).
settings: true in game.ts adds a Settings entry to the pause menu.
Each row cycles its value:
| Setting | Values | Default |
|---|---|---|
| Text speed | slow / normal / fast | normal |
| Text size | normal / large | normal |
| Reduce motion (no shake, instant camera and fades, no parallax, particles or room transition) | on / off | off (or on when the system asks for reduced motion) |
Readable font, when the game ships one (skin.fonts.readable) |
on / off | off |
| Music, sound and voice volumes | — | full |
| Sound captions, offered only when the game captions a sound | on / off | on |
Verb keys, offered only when a verb has a key (4.3.0) |
on / off | on |
| Language, when the game ships translations | the game's languages |
?lang= in the URL, else the last choice, else the browser's language when the game has it, else the language the game is written in |
Preferences stay in the browser, outside the save: localStorage <game>.settings, and <game>.lang for the
language. A new game or a load does not change them.
The row labels are interface texts of ui: settings, textSpeed, textSize, reduceMotion, readableFont,
volumeMusic, volumeSfx, volumeVoice, captions, verbKeys, language, and the values slow, normal,
fast, large. Each has an English default when absent (the full list of defaults is on
Skin and fonts).
Without settings: true there is no Settings entry; reduced motion still follows the system's preference.
settings: 1.5.0 "Picture". Captions: 3.4.0. Verb keys: 4.3.0.
Limit ·
settings-per-browserSettings belong to one browser on one device: they do not travel with an exported save file, and a private window forgets them.
What a player sees of these settings, and how they help accessibility, is on Settings, for players and Accessibility.
-
stage,walkZoneswithzoom,transition: The stage. -
anim(character poses),shake,sfx: Game commands. -
skin.fonts.readable,uitexts: Skin and fonts.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.4.0 r1, documentation revision · révision de la documentation 8dc717c69acb62c4742b69c54a7e7dfb620f75d8.
Earlier versions and permalinks · versions précédentes et liens permanents: https://wanoo.github.io/quest-n-click/docs/
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
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Index (6)
Start (6)
Play (9)
Install (17)
- Requirements
- Install from the release archive
- Install from npm, once published
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits